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make the score counter text #101820\
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make the ball faster
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make the backround of the settings menu #101820 and the text of the menu white
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Please fix the bug: 'ffffff is not defined' in or related to this line: 'var game = new LK.Game({' Line Number: 99
Code edit (1 edits merged)
Please save this source code
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when you open the settings menu there is a blue boarder, remove that
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make it calmer
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make a animation for when the settings menu is opend ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove the boarder from the settings menu
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Please fix the bug: 'menuBackground.lineStyle is not a function' in or related to this line: 'menuBackground.lineStyle(10, 0xA5ACAF); // 10px border with #A5ACAF color' Line Number: 234
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add a boarder around the start and settings menu that is #A5ACAF
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make the text in the settings menu black
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make the color of the start and settings menu #FFFFFF
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remove the strip
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make that stripe still and make it so the ends of it go past the edge of the screen
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remove that stripe and put it in the start menu
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add a diagonal stripe in the bottom left corner to #003087 and that stripe is animated
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make the backround color #A5ACAF
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make the lava bounce text and the settings text #101820 color
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make the start game text and the 2 in the title #FFB612 color
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make the 2 in the title gold ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the 2 in the title animated
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make the 2 in the title bigger and centered bellow the Lava bounce text
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make the start game text gold
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make all the text white
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphic = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 0; self.speedY = 0; self.active = true; self.reset = function (speedMultiplier) { // Set position to center of screen self.x = 2048 / 2; self.y = 2732 / 2; // Increased speeds for faster gameplay self.speedX = (Math.random() * 12 - 6) * speedMultiplier; self.speedY = (Math.random() * 3 + 5) * speedMultiplier; self.active = true; }; self.update = function () { if (!self.active) { return; } // Apply velocity self.x += self.speedX; self.y += self.speedY; // Bounce off sides if (self.x < 20 || self.x > 2028) { self.speedX = -self.speedX; // Keep the ball within the game boundaries self.x = Math.max(20, Math.min(2028, self.x)); } // Check if ball hits the top of the screen if (self.y < 20) { self.speedY = -self.speedY; self.y = 20; } }; return self; }); var DiagonalStripe = Container.expand(function () { var self = Container.call(this); // Create a shape for the diagonal stripe var stripeGraphic = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); // Configure the stripe appearance stripeGraphic.width = 3000; // Increased width to extend past screen edges stripeGraphic.height = 100; stripeGraphic.tint = 0xffffff; // White // Initial position and rotation stripeGraphic.rotation = Math.PI / 4; // 45 degrees in radians // Position it to extend past screen edges stripeGraphic.x = -500; // Start before the left edge // Empty update method (stripe will be still) self.update = function () { // No animation - stripe remains still }; return self; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphic = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = paddleGraphic.width; self.height = paddleGraphic.height; self.update = function () { // Keep paddle within screen bounds self.x = Math.max(self.width / 2, Math.min(2048 - self.width / 2, self.x)); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff // Light sky blue for a calmer atmosphere }); /**** * Game Code ****/ // Game state management var GAME_STATE = { MENU: 0, PLAYING: 1, SETTINGS: 2 }; var currentState = GAME_STATE.MENU; // Default colors for game elements - softer, more calming colors var gameColors = { paddle: 0x6495ED, // Cornflower blue (softer than the original) ball: 0xFFD700, // Gold (softer than orange) lava: 0xFFA07A // Light salmon (softer than bright red) }; // Try to load saved colors from storage var savedColors = storage.gameColors; if (savedColors) { gameColors = savedColors; } // Make game accessible to other functions var gameInstance = game; // Game variables var background; var paddle; var lava; var balls = []; var score = 0; var level = 1; var combo = 0; var lastBallHit = 0; var gameActive = false; var speedMultiplier = 1.0; var maxBalls = 1; var ballsInPlay = 0; var spawnInterval; // UI elements var scoreTxt; var levelTxt; var comboTxt; // Default sound settings var soundEnabled = true; var musicEnabled = true; // Load stored sound settings var soundSetting = storage.soundEnabled; if (soundSetting !== undefined) { soundEnabled = soundSetting; } // Initialize game elements (called when starting game) function initializeGameElements() { if (!background) { // Create background background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(background); // Initialize lava lava = LK.getAsset('lava', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 2732 - 200 }); lava.tint = gameColors.lava; game.addChild(lava); // Initialize paddle paddle = new Paddle(); paddle.x = 2048 / 2; paddle.y = 2732 - 250; paddle.getChildAt(0).tint = gameColors.paddle; game.addChild(paddle); // Diagonal stripe removed from here and placed in menu // Create hit counter text scoreTxt = new Text2('0', { size: 120, fill: 0x101820 }); scoreTxt.anchor.set(0.5, 0.5); scoreTxt.x = 1024; scoreTxt.y = 1366; // Center of screen (2732/2) game.addChild(scoreTxt); // Create level text levelTxt = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelTxt.anchor.set(1, 0); levelTxt.x = 2000; levelTxt.y = 50; LK.gui.addChild(levelTxt); // Create combo text comboTxt = new Text2('', { size: 60, fill: 0xFFFFFF }); comboTxt.anchor.set(0.5, 0); comboTxt.x = 1024; comboTxt.y = 50; comboTxt.alpha = 0; LK.gui.addChild(comboTxt); } // Show game elements background.visible = true; lava.visible = true; paddle.visible = true; scoreTxt.visible = true; levelTxt.visible = true; comboTxt.visible = true; } // Create menu elements var titleText; var startButton; var settingsButton; var settingsPanel; var menuBackground; // Initialize menu initializeMenu(); function initializeMenu() { // Create menu background menuBackground = new Container(); var menuBg = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, tint: 0xFFFFFF // White color for menu background }); // Create a border by adding a slightly larger background behind it var menuBorder = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, tint: 0xA5ACAF // Border color }); menuBorder.width = 2048 + 10 * 2; // Adding 10px on each side menuBorder.height = 2732 + 10 * 2; // Adding 10px on each side menuBorder.x = -10; // Position it 10px to the left menuBorder.y = -10; // Position it 10px to the top menuBackground.addChild(menuBorder); menuBackground.addChild(menuBg); game.addChild(menuBackground); // Diagonal stripe removed from menu // Create game title titleText = new Text2('Lava Bounce', { size: 150, fill: 0x101820 }); titleText.anchor.set(0.5, 0); titleText.x = 1024; titleText.y = 200; game.addChild(titleText); // Create the "2" as a separate, larger text element var titleNumber = new Text2('2', { size: 250, // Bigger than the main title text fill: 0xFFB612 // Gold color }); titleNumber.anchor.set(0.5, 0); titleNumber.x = 1024; // Centered horizontally titleNumber.y = 350; // Positioned below the main title game.addChild(titleNumber); // Animate the "2" with a continuous bounce effect function animateTitle2() { // Bounce up animation tween(titleNumber, { y: 320, // Move up slightly scaleX: 1.1, scaleY: 1.1 }, { duration: 700, onFinish: function onFinish() { // Bounce down animation tween(titleNumber, { y: 350, // Back to original position scaleX: 1, scaleY: 1 }, { duration: 700, onFinish: animateTitle2 // Loop the animation }); } }); } // Start the animation animateTitle2(); // Create start button startButton = new Text2('Start Game', { size: 100, fill: 0xFFB612 }); startButton.anchor.set(0.5, 0.5); startButton.x = 1024; startButton.y = 1200; startButton.interactive = true; game.addChild(startButton); // Create settings button settingsButton = new Text2('Settings', { size: 100, fill: 0x101820 }); settingsButton.anchor.set(0.5, 0.5); settingsButton.x = 1024; settingsButton.y = 1400; settingsButton.interactive = true; game.addChild(settingsButton); // Set up event handlers for menu startButton.down = function () { hideMenu(); initializeGameElements(); startGame(); }; settingsButton.down = function () { hideMenu(); showSettings(); }; } function hideMenu() { if (menuBackground) { menuBackground.visible = false; } if (titleText) { titleText.visible = false; } if (startButton) { startButton.visible = false; } if (settingsButton) { settingsButton.visible = false; } } function showMenu() { currentState = GAME_STATE.MENU; if (menuBackground) { menuBackground.visible = true; } if (titleText) { titleText.visible = true; } if (startButton) { startButton.visible = true; } if (settingsButton) { settingsButton.visible = true; } if (settingsPanel) { settingsPanel.visible = false; } } function showSettings() { currentState = GAME_STATE.SETTINGS; // Create settings panel if it doesn't exist if (!settingsPanel) { settingsPanel = new Container(); game.addChild(settingsPanel); // Settings panel background without border var panelContainer = new Container(); panelContainer.x = 1024; panelContainer.y = 1366; // Set initial scale to zero for animation panelContainer.scale.x = 0; panelContainer.scale.y = 0; // Inner panel background (without blue border) var panelBg = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); panelBg.width = 1600; panelBg.height = 1800; panelBg.tint = 0x101820; // Dark blue/black color for settings panel panelContainer.addChild(panelBg); settingsPanel.addChild(panelContainer); // Settings title var settingsTitle = new Text2('Settings', { size: 120, fill: 0xFFFFFF }); settingsTitle.anchor.set(0.5, 0); settingsTitle.x = 1024; settingsTitle.y = 500; settingsPanel.addChild(settingsTitle); // Paddle color selector var paddleText = new Text2('Paddle Color:', { size: 80, fill: 0xFFFFFF }); paddleText.anchor.set(0, 0.5); paddleText.x = 400; paddleText.y = 800; settingsPanel.addChild(paddleText); createColorButtons(1400, 800, 'paddle'); // Ball color selector var ballText = new Text2('Ball Color:', { size: 80, fill: 0xFFFFFF }); ballText.anchor.set(0, 0.5); ballText.x = 400; ballText.y = 1000; settingsPanel.addChild(ballText); createColorButtons(1400, 1000, 'ball'); // Lava color selector var lavaText = new Text2('Lava Color:', { size: 80, fill: 0xFFFFFF }); lavaText.anchor.set(0, 0.5); lavaText.x = 400; lavaText.y = 1200; settingsPanel.addChild(lavaText); createColorButtons(1400, 1200, 'lava'); // Back to menu button var backButton = new Text2('Back to Menu', { size: 80, fill: 0xFFFFFF }); backButton.anchor.set(0.5, 0.5); backButton.x = 1024; backButton.y = 1600; backButton.interactive = true; backButton.down = function () { // Animate settings panel closing tween(settingsPanel.getChildAt(0), { scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { settingsPanel.visible = false; showMenu(); } }); }; settingsPanel.addChild(backButton); } else { settingsPanel.visible = true; // Reset scale for animation if panel already exists settingsPanel.getChildAt(0).scale.x = 0; settingsPanel.getChildAt(0).scale.y = 0; } // Animate the settings panel opening with bounce effect tween(settingsPanel.getChildAt(0), { scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.elasticOut }); function createColorButtons(startX, y, element) { var colors = [0x3498db, 0xe74c3c, 0xf39c12, 0x2ecc71, 0x9b59b6]; var buttonSize = 80; var spacing = 100; for (var i = 0; i < colors.length; i++) { var colorButton = LK.getAsset('ball', { anchorX: 0.5, anchorY: 0.5, x: startX - (colors.length - 1) * spacing / 2 + i * spacing, y: y }); colorButton.width = buttonSize; colorButton.height = buttonSize; colorButton.tint = colors[i]; colorButton.interactive = true; // Store color and element in button for reference colorButton.colorValue = colors[i]; colorButton.elementType = element; colorButton.down = function () { // Update color in game settings gameColors[this.elementType] = this.colorValue; // Save colors to storage storage.gameColors = gameColors; // Update preview if game elements exist if (element === 'paddle' && paddle) { paddle.getChildAt(0).tint = this.colorValue; } else if (element === 'lava' && lava) { lava.tint = this.colorValue; } else if (element === 'ball') { for (var j = 0; j < balls.length; j++) { balls[j].getChildAt(0).tint = this.colorValue; } } }; settingsPanel.addChild(colorButton); } } } // Initialize balls array function createBall() { if (ballsInPlay >= maxBalls || !gameActive) { return; } var ball = new Ball(); ball.reset(speedMultiplier); ball.getChildAt(0).tint = gameColors.ball; balls.push(ball); game.addChild(ball); ballsInPlay++; } // Handle input events based on current state game.down = function (x, y, obj) { if (currentState === GAME_STATE.PLAYING) { paddle.x = x; } // Check if we hit any interactive elements if (obj && obj.event && obj.event.target && obj.event.target.down) { obj.event.target.down(x, y, obj); } }; game.move = function (x, y, obj) { if (currentState === GAME_STATE.PLAYING) { paddle.x = x; } }; // Update function game.update = function () { // Update any diagonal stripes in the game (always update even when not playing) for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof DiagonalStripe) { game.children[i].update(); } } // Check if in playing state if (currentState !== GAME_STATE.PLAYING) { return; } // Game play state if (!gameActive) { return; } // Only create a ball if none exists if (ballsInPlay === 0) { createBall(); } // Update paddle paddle.update(); // Update all balls for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; if (!ball.active) { continue; } ball.update(); // Check if ball hits paddle if (ball.speedY > 0 && ball.y + 20 >= paddle.y - paddle.height / 2 && ball.y - 20 <= paddle.y + paddle.height / 2 && ball.x + 20 >= paddle.x - paddle.width / 2 && ball.x - 20 <= paddle.x + paddle.width / 2) { // Calculate angle based on where the ball hits the paddle for more predictable bounces var hitPos = (ball.x - paddle.x) / (paddle.width / 2); // -1 to 1 based on hit position var angle = Math.PI / 3 * hitPos + Math.PI / 2; // Angle between 30 and 150 degrees var speed = Math.sqrt(ball.speedX * ball.speedX + ball.speedY * ball.speedY); // Maintain speed magnitude speed = Math.max(speed, 7 * speedMultiplier); // Increased minimum speed ball.speedX = Math.cos(angle) * speed; // More predictable direction based on hit position ball.speedY = -Math.sin(angle) * speed; // Always go up // Move ball above paddle to prevent multiple collisions ball.y = paddle.y - paddle.height / 2 - 20; // Simple scoring - always add 1 point score += 1; // Hide combo text comboTxt.alpha = 0; // Update hit counter scoreTxt.setText('' + score); // Center the score text scoreTxt.x = 1024; scoreTxt.y = 1366; // Make it fade and gently grow when updated tween(scoreTxt, { scaleX: 1.1, // Smaller scale change scaleY: 1.1, // Smaller scale change alpha: 0.8 // Slight fade out }, { duration: 300, // Longer duration for smoother animation easing: tween.easeInOut, // Smoother easing onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1, scaleY: 1, alpha: 1 // Back to full opacity }, { duration: 300, // Longer duration easing: tween.easeInOut // Smoother easing }); } }); LK.setScore(score); // Play bounce sound if enabled if (soundEnabled) { LK.getSound('bounce').play(); } // Level up based on score if (score >= level * 100) { levelUp(); } } // Check if ball falls into lava if (ball.y > lava.y) { // Play lava sound if enabled if (soundEnabled) { LK.getSound('lava').play(); } // Flash the lava tween(lava, { tint: 0xffffff }, { duration: 200, onFinish: function onFinish() { tween(lava, { tint: 0xe74c3c }, { duration: 200 }); } }); // Remove ball ball.active = false; ball.destroy(); balls.splice(i, 1); ballsInPlay--; // Check game over if (balls.length === 0 && ballsInPlay === 0) { gameOver(); } } } }; function levelUp() { level++; levelTxt.setText('Level: ' + level); // Show level up message var levelUpTxt = new Text2('LEVEL UP!', { size: 120, fill: 0xFFFFFF }); levelUpTxt.anchor.set(0.5, 0.5); levelUpTxt.x = 1024; levelUpTxt.y = 1366; LK.gui.addChild(levelUpTxt); // Animate level up message tween(levelUpTxt, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 1000, onFinish: function onFinish() { levelUpTxt.destroy(); } }); // Increase difficulty with a higher speed boost speedMultiplier += 0.2; // Increased speed multiplier for faster progression maxBalls = 1; // Keep maxBalls at 1 } function gameOver() { gameActive = false; // Flash the screen red to indicate death LK.effects.flashScreen(0xff0000, 1000); // Return to menu after a short delay LK.setTimeout(function () { // Hide game elements if (background) { background.visible = false; } if (lava) { lava.visible = false; } if (paddle) { paddle.visible = false; } if (scoreTxt) { scoreTxt.visible = false; } if (levelTxt) { levelTxt.visible = false; } if (comboTxt) { comboTxt.visible = false; } // Clear any remaining balls for (var i = 0; i < balls.length; i++) { balls[i].destroy(); } balls = []; ballsInPlay = 0; // Show menu instead of restarting game showMenu(); }, 1000); } // Start the game function startGame() { // Reset variables score = 0; level = 1; combo = 0; lastBallHit = 0; gameActive = true; speedMultiplier = 1.5; // Increased initial speed multiplier for faster gameplay maxBalls = 3; // Fewer maximum balls for less chaotic gameplay ballsInPlay = 0; // Update UI scoreTxt.setText('0'); scoreTxt.scale.set(1, 1); // Reset any scaling from animations scoreTxt.x = 1024; // Center horizontally scoreTxt.y = 1366; // Center vertically (2732/2) levelTxt.setText('Level: 1'); comboTxt.setText(''); comboTxt.alpha = 0; // Clear any existing balls for (var i = 0; i < balls.length; i++) { balls[i].destroy(); } balls = []; // Start with one ball createBall(); // Play music if enabled - softer volume for a calmer feel if (musicEnabled) { LK.playMusic('gameMusic', { fade: { start: 0, end: 0.4, // Lower volume duration: 2000 // Longer fade in } }); } // Ensure the current state is set to playing currentState = GAME_STATE.PLAYING; } // Game will start when player presses the Play button in the menu
===================================================================
--- original.js
+++ change.js
@@ -169,9 +169,9 @@
// Diagonal stripe removed from here and placed in menu
// Create hit counter text
scoreTxt = new Text2('0', {
size: 120,
- fill: 0xFFFFFF
+ fill: 0x101820
});
scoreTxt.anchor.set(0.5, 0.5);
scoreTxt.x = 1024;
scoreTxt.y = 1366; // Center of screen (2732/2)